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Lessons learned from making (therapy) adherence games 
GFHEU 2014 
Evert Hoogendoorn, Strategist/Game designer 
@ IJsfontein
Introduction
[pic: abcdeSIM] 
[pic: Underground] 
[pic: Into D’Mentia] 
[pic: …] 
Applied games
•Adherence games: 
•make you stick to a therapy, diet, new years resolution etcetera. 
•are designed to support an external structure for behavioural change 
•are for regular (daily) use 
•have a long timespan 
•are integrated with daily life (distraction) 
Adherence games
•Learnings from the development of 3 cases: 
•Changamoto: to support CBT for Youngsters with cannabis addiction 
•Together with TU-Delft and Brijder 
•CRISP G-Motiv 
•Balance-it: to support lifestyle changes for youngsters 
•Together with TNO 
•X-park: a game to support therapy for patients with Parkinson's disease. 
•Together with st. Radboud MC en Monpellier Ventures 
Cases
•Learnings: 
•Define, and learn to trustthe expertise of the partners involved. 
•Share responsibilities, don’t share tasks 
•Balance social interaction (ingame vs therapy) 
•Have communication plan ready during and after implementation 
•Define your player -and serious goals to allow targeted data tracking (see poster Katinka van der Kooij) 
Learnings in process
Learnings in design 
All projects have paradoxical stakes concerning the ‘serious’ and ‘fun’ targets. 
All projects have paradoxical stakes concerning ‘user experience’ and ‘validation research’
Hypothesis
Hypothesis
Hypothesis
Future ambition 
Corporate 
Game 
> 
Employee 
Exp. 
+
Future ambition 
Game 
> 
Student 
Exp. 
+ 
Education 
Therapy 
Patient
•Visit poster Katinka van der Kooij 
More info

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Bronchiectasis and Physiotherapy Management
 

Games for Health - Evert Hoogendoorn - Lessons learned from making (therapy) adherence games

  • 1. Lessons learned from making (therapy) adherence games GFHEU 2014 Evert Hoogendoorn, Strategist/Game designer @ IJsfontein
  • 3. [pic: abcdeSIM] [pic: Underground] [pic: Into D’Mentia] [pic: …] Applied games
  • 4. •Adherence games: •make you stick to a therapy, diet, new years resolution etcetera. •are designed to support an external structure for behavioural change •are for regular (daily) use •have a long timespan •are integrated with daily life (distraction) Adherence games
  • 5. •Learnings from the development of 3 cases: •Changamoto: to support CBT for Youngsters with cannabis addiction •Together with TU-Delft and Brijder •CRISP G-Motiv •Balance-it: to support lifestyle changes for youngsters •Together with TNO •X-park: a game to support therapy for patients with Parkinson's disease. •Together with st. Radboud MC en Monpellier Ventures Cases
  • 6. •Learnings: •Define, and learn to trustthe expertise of the partners involved. •Share responsibilities, don’t share tasks •Balance social interaction (ingame vs therapy) •Have communication plan ready during and after implementation •Define your player -and serious goals to allow targeted data tracking (see poster Katinka van der Kooij) Learnings in process
  • 7. Learnings in design All projects have paradoxical stakes concerning the ‘serious’ and ‘fun’ targets. All projects have paradoxical stakes concerning ‘user experience’ and ‘validation research’
  • 11. Future ambition Corporate Game > Employee Exp. +
  • 12. Future ambition Game > Student Exp. + Education Therapy Patient
  • 13. •Visit poster Katinka van der Kooij More info